Napoleonic PDT File Info
Line 1: Version number (1 through 10).
Line 2: Title.
Line 3: First side.
Line 4: Dawn hour, dawn minute, dusk hour, dusk minute, hours of twilight, twilight visibility.
Line 5: Turn length during day turns, turn length during night turns.
Line 6: Maximum stacking (SP's if version < 3, men otherwise), stacking factor for artillery, stacking factor for cavalry, maximum counters per hex, counter factor for artillery, counter factor for cavalry, number of men per SP.
Line 7: Fractional strength for skirmishers, fractional strength for squadrons, SP's (men if version >= 3) for extended line of 3-rank units, SP's (men if version >= 3) for extended line for 2-rank units. IF version >= 2 THEN number for extended line for artillery.
Line 8: For each nation, brigade command radius, for each nation, division command radius.
Line 9: Fatigue for being fired upon (not used if version >= 3), fatigue for taking loss (not used if version >= 3), fatigue for melee (not used if version >= 3), maximum fatigue (in hundreds if version >= 3), percent probability of fatigue recovery during day, percent probability of fatigue recovery during night.
Line 10: Movement allowance for infantry, movement allowance for cavalry, movement allowance for artillery, movement allowance for supply wagons.
Lines: For each terrain type: (currently 11) Move cost for line infantry, move cost for column infantry, move cost for cavalry, move cost for artillery, move cost for supply wagons.
Lines: For each terrain hexside: (currently 12) Move cost for line infantry, move cost for column infantry, move cost for cavalry, move cost for artillery, move cost for supply wagons.
Line: Move cost for line infantry uphill, move cost for column infantry uphill, move cost for cavalry uphill, move cost for artillery up hill, move cost for supply wagons uphill.
Line: Infantry change facing cost, cavalry change facing cost, artillery change facing cost.
Line: Infantry about face cost, cavalry about face cost, artillery about face cost.
Line: Line formation rear movement penalty.
Line: Ammo loss base, for each nation, probability of ammo loss.
Line: For each nation, artillery ammo loss.
Lines: For each weapon until $, fire effectiveness values. To flag a weapon as having "no bayonets" place "-" at the end of the weapon character, this will reduce the melee strength of that weapon to 1/3 normal value. To give artillery indirect fire capability, put a ‘+’ after the weapon character.
Line: Maximum fire value, number of fire results rows (not if version >= 3).
Lines: Fire results (not if version >= 3).
Line: Enfilade modifier (in percentage if version >= 3), cavalry modifier (in percentage if version >= 3), unused value.
Line: For each terrain type, fire modifier (in percentage if version >= 3).
Line: For each terrain hexside, fire modifier (in percentage if version >= 3).
Line: Elevation modifier (in percentage if version >= 3).
Line: Melee table dimensions (not if version >= 3).
Lines: Melee table (not if version >= 3).
Line: Leader loss base, for each nation, leader wound chance, leader kill chance, leader melee wound chance, leader melee kill chance, leader melee capture chance.
Line: For each terrain type, terrain height, height of man.
Line: Probability of breastwork construction, breastwork movement cost, breastwork combat modifier (in percentage if version >= 3).
Line: IF version >= 2, guts (fanaticism) value.
Line: IF version >= 2, artillery reinforcement ammo value, for each nation.
Line: IF version >= 2, fire factor for infantry in column, for each nation. I.E. 5 = 1/5, 4 = 1/4.
Line: IF version >= 4, artillery-melee and artillery-fire strengths.
Line: IF version >= 5, for each nation, line disruption value.
Line: IF version >= 6, bridge damage value. Enterning a non-zero value here results in random bridge damage.
Line: IF version >=7, weather values, 2 lines to effect change, each with following info: Routine, year, month, date, hour, minute, percentage, visibility effect, movement cost, attack modifer, artillery modifer, flag changes, condition name. (flags are: 1 = No cavalry charge)
Line: IF version >=7, Cavalry charge value, default 3.
Line: IF version >=9, Cavalry charge continuation, default 4.
Line: IF version >=9, Disordered defender melee value, default 2 3 (for 2/3).
Line: IF version >= 10, then abatis move, abatis fire.
Line: IF version >= 10, then trench move, trench fire.
Weather entries display like this in the PDT file:
1 1815 6 18 0 0 100 80 200 50 -50 1 Mud
1 1815 6 18 11 0 25 80 100 100 0 0 Clear
Weather entries display like this in the in-game PDT view:
Weather
Mud (100% at 00:00 06/18/1815) Visibility: 80 Move Cost: 200%
Attack Mod: -50% Artillery Mod: 50% Flags: No Charges
Clear (25% at 11:00 06/18/1815) Visibility: 80 Move Cost: 100%
Attack Mod: 0% Artillery Mod: 100% Flags: None
This page updated on 2/16/07.